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40k – A Guide to Nemesis Force Weapons

3 Minute Read
Mar 25 2011
Warhammer 40K

I’ve managed to acquire the Grey Knights codex and there’s some juicy stuff in there. As normal the internets has blown things up to make a mountain out of a mole hill. Yes there’s some cool stuff in there but it’s limited i.e like Dark Eldar and balanced. I haven’t been into Grey Knights that much but I thought it was time I.D takes a more in depth look.

Nemesis Force Weapons

Before Grey Knights just got a force weapon and it was just the Justicar if I remember correctly. Well that’s changed now as pretty much everyone in the codex in silver power armour comes with some type of force weapon. Though now there’s not just one, but several…

Firstly nemesis force weapons are force weapons in all retrospects and when a unit uses the force weapon the unit takes a psychic test thanks to the Brotherhood of Psykers rule which means the squad leaders leadership is used, not I.C someone like Justicar for example. If the nemesis weapon causes a unsaved wound on a daemon or psyker that model must take a leadership test, if they fail the model is removed as a casualty.

Nemesis Force Sword

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Gives +1 invulnerable save, if the model doesn’t have a invulnerable save then there’s no affect. Grey Knight Terminators will be knocking about with 4+ invulnerable as these are standard wargear. It’s worth noting that this +1 invulnerable save only works in close combat, so those Terminators will still take a mauling from plasma etc.

Nemesis Force Halberd

Two handed weapon and gives +2 initiative. So I6 Grey Knights laying the smackdown with force weapons, combo this with hammerhand power (+1 strength) and it makes S5 I6 force weapons – nasty.

Nemesis Daemon Hammer

A thunder hammer in all ways, though a Dreadknight armed with a nemesis daemon hammer strikes at normal initiative – I4!

Nemesis Warding Stave

Gives 2+ invulnerable in close combat only. If you’re going to start crying this is broken take note only ONE model per squad can take one of these. Can be useful for allocating power weapon wounds on etc, 2+ invulnerable should hold out pretty well.

Nemesis Falchions

+1 attack pretty simple this one. So that will be four attacks on the charge for Grey Knight Terminators and three attacks for the basic Grey Knights, not bad and doesn’t cost a huge amount of points.

Nemesis Doomfist

A dreadnought close combat weapon…

Nemesis Greatsword

Only available on Dreadknights and allows the model to re-roll failed to hit, to wound and to armour penetration rolls – all only work in close combat, nasty combo joined with hammerhand (gives +1 strength in combat) . Note that you exchange ONE doomfist for a greatsword still leaving a single doomfist so you will lose that extra attack for two dccw but you can still do psychic powers 😉

Summary

So there you have it, the nemesis weapons. To be honest they’re not quite as badassed as I thought and as I suspected the warding stave would be only one model per squad.

Personally I think the falchions are pretty cool along with the halberd. A force sword would be a nice piece of wargear with hammerhand on Terminators – S5 power weapon with 4+ invulnerable 😉 . The greatsword is just evil but it’s the same points cost as a power fist.

So the nemesis weapons right to be feared as the rumours or has the light been revealed?  Also, what do you think the “magic combo” of Nemesis weapons within a squad is?

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Author: Mark Mercer
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